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Dungeon Delve
Quadrant 3 - Area E
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E Area Random Encounters

Use these whenever you want, particularly to fill in “cleared out areas.” They’re also useful to slow groups down if they’re burning through the dungeon. Do not roll on this table if the current group is not making good time.

d12 Encounter

  • 1-2 Fire toads (1-2, or 4-5 if high level
  • 1-3 Ice toad (or 2-3 if high level)
  • 5-6 xaren (2-3 xorn if high level)
  • 7-8 mustard jelly (2 if high level)
  • 9 1-2 grell (3-4 if high level)
  • 10 cloaker (1-2 efreet if high level)
  • 11 3 displacer beasts (3-5 if high level)
  • 12 2 giant scorpions (3 manscorpions if high level)

General Instructions: As creatures are killed off in the keyed entries below, be sure to make a note of the reduced number on the entry itself. In the same vein, mark off items taken from a chamber (and make sure players record items they have taken on their sheet!). Note that items native to the dungeon that play some role in the dungeon, such as keys, are not teleported out of the dungeon at session’s end, but instead just drop to the ground where ever the players happen to be standing when they’re kicked out—make a note of the new location of said item both in its new location, and the entry where said item was originally introduced.


Area E1

Inhabitants: 6 stirges, 5 large spiders

Contents: The walls and ceiling of this room have had spikes pounded into them at approximate 1’ intervals. The spikes are used as anchor points for webs that conceal large sections of the walls and ceiling, and there are a couple of places in the center of the room where the webs extend to the ground. The dessicated husk of a leather-clad gnome is caught up in webs and hanging near the west wall.

The spiders and stirges are hiding in the upper areas of this 20’ high room. They will fly or lower themselves on web strands (as appropriate) to attack the characters one round after they enter the room. Even if the webs are set on fire, there is enough room for them to move around without getting burned.

The gnome appears to have been some sort of thief. He is quite dead, has a set of thieves’ tools and a pouch with 30gp and 2 10gp gems.

Tricks/Traps: None.


Area E2

Inhabitants: 2 4hd sharks, 10 sahuagin

Contents: This curving room has a 5’ square platform just in front of the door and a similar platform in front of the far door. The rest of the room is filled with murky water to a level just below the platforms. The eastern wall has a 5’ diameter hole from which pours a constant torrent of water.

The water is 4’ deep. The sahuagin and sharks are hiding in the water and will attack when the first member of the group reaches the center of the room. The sahuagin will preferentially attack spellcasters, while the sharks will attack smaller characters first. Anyone standing on the platforms will have spears hurled at them by any sahuagin not in melee.

The drain-hole in the eastern wall has so much water coming out of it that it will be impossible to navigate it without magic (a combination of giant strength, water breathing, and spider climb would work); it winds its way 200’ to area E11. Anyone standing in on of the two squares to the left of the drain must make a Dexterity check every round with a +4 penalty or be knock down, losing all actions for that round.

Each of the sahuagin has a bronze amulet with an insignia of a set of shark’s jaws biting on a large eye.

Tricks/Traps: None.


Area E3

Inhabitants: 8 derro (invisible), 1 derro savant (invisible)

Contents: You find yourselves at the lowest part of a 40’x50’ room. A wide set of steep stairs takes up the center part of the room, ending in another landing. The walls to the left and right are riddled with thumb-sized holes.

Note that no matter what side of the room the characters enter, they will always be at the bottom level.

Savant’s spells: antimagic shell, light, ice storm, invisibility, repulsion, wall of force

The derro wait invisibly on the top level, crossbows ready. As soon as a character begins climbing the stairs, they will fire twice on the party (gaining surprise 50% of the time, and gaining a +1 to hit for attacking from higher ground), aiming for spellcasters and characters with readied missile weapons. The savant will use her ice storm spell to cover the stairs with sleet after the first volley (which will prevent anyone from seeing through that area for 6 rounds; the derro will use this time to reload their crossbows).

When the ice storm ends, the derro will start firing again; they fire 2 bolts per round, and their crossbows can fire 6 shots before being emptied. Characters trying to climb the sleet-covered stairs have a 75% chance of slipping and falling (resulting in a tumble to the bottom of the stairs for 1d2 points of damage per 10’ fallen).

On later rounds, the savant will use her wall of force spell to close off a spellcaster from the rest of the party, repulsion to knock people back down the stairs, and light on the eyes of enemies.

The holes in the wall are 1’ deep and serve no purpose other than as a distraction.

Tricks/Traps: None.


Area E4

Inhabitants: 1 salamander, 4 fire snakes

Contents: This room is incredibly hot, and large brass panels have been bolted to the walls, floor, and ceiling, radiating heat into the room. A brass pedestal in the center of the room is covered in buttons and ringed by 4 bright red snakes. A large serpent-bodied man with a great spear is coiled around the pedestal.

The snakes and salamander will wriggle toward the characters as soon as they open the door. The heat in the room is oppressive, but not harmful unless they spend more than 30 minutes here (after which they’ll need to make Con rolls every turn or lose d6 hp).

The brass panels are as tall as the room (10’) and 5’ wide; they reflect bolts and rays (magic missile, lightning bolt, etc.) targeted at them automatically upon their source, although this ability is lost if the panels are removed from the stone.

Tricks/Traps: The buttons on the pedestal are all numbered (1-30). When pressed, they glow, until four have been pressed, at which point a magical effect occurs (determined by the numbers pressed) and they stop glowing:

The four numbers add up to 20 or less: a random character takes 2d6 electrical damage (save for half)

They add up to more than 20 but less than 40: the heat shuts off, and the room cools down to a normal temperature (doing this again turns it back on).

The numbers add up to 51 or more: the pressing character takes d4 heat damage.


Area E5

Inhabitants: 1 gorgon

Contents: This room swirls with thick green fog; visibility is only about 5’. The ground is rough with gravel. The sound of a large animal moving can be heard somewhere in the fog.

The fog is harmless (it’s the version of the fog cloud spell that looks like a cloudkill). The gorgon will use its breath weapon (which will be hard to notice in the existing fog) on the characters as soon as it hears them, then will charge into melee.

Should the gorgon defeat or chase off the characters, anyone turned to stone will have been pulverized by the time the next group arrives (adding to the gravel on the ground); dead characters will have been devoured.

The secret door on the east wall is a second entrance. Once discovered, characters teleporting into this zone may appear here or in area E1.

Hidden among the gravel on the floor are a ring of feather falling, human-sized studded leather +1, and a clerical scroll (cure light wounds x2, detect magic, detect poison, protection from evil).

Tricks/Traps: None.


Area E6

Inhabitants: 20 ixitxachitl, 2 2nd level ixitxachitl priests, 1 3rd level ixitxachitl priest, 1 young trapper

Contents: This room’s sandy floor is covered in water to a depth of about 3’. Six squarish raised areas of stone are spaced evenly in this room, each just high enough to break the surface of the water. This door and the two other exits are just high enough to be above the level of the water.

The middle left platform is actually a young trapper, which will attack anything that climbs onto it. The ixitxachitl lie buried in the sand and will leap up and attack as soon as two or more characters have moved through the water to an area near the center of the room (1-in-6 chance for surprise). The monsters will swarm anyone in the water (up to 5 on each target).

P2 spells: cause light wounds x2 (will be cast and added to one bite attack)

P2 spells: cause light wounds x2 (will be cast and added to one bite attack)

P3 spells: cause light wounds x2 (will be cast and added to one bite attack), hold person

Under the trapper is a waterlogged manual of stone golems.

Tricks/Traps: None.


Area E7

Inhabitants: 12 steam mephits, 4 gargoyles

Contents: This area is thick with steam. The humidity is so extreme that it’s uncomfortable to breathe, and the heat is almost intolerable. The walls are of red stone, and the south end of the room is submerged in hot smelly water to a depth of 2’, while the north end is dry. Four shadowy shapes and a door are visible through the steam on the north end of the room.

When the characters enter the room, the steam mephits hiding in the upper corners of the room will attack with their rainstorms of boiling water (2-3 mephits will make this attack to cover the entire party, but the effects are not cumulative if they overlap). On the second round, half of the mephits will use their breath weapons on spellcasters (following up with melee attacks), while the other half will swoop in immediately to fight the rest of the adventurers.

The four shadowy shapes are gargoyles, their coloration matching that of the walls. They will attack only if the mephits are defeated or if they themselves are attacked.

One of the mephits wears a ring of delusion (feather falling), another wears boots of the north.

Tricks/Traps: None.


Area E8

Inhabitants: 1 gas spore, 4 ogre magi

Contents: The walls of this 30’ high room are carved with hundreds of gigantic eyes. The floor is concealed by a thick mist that pours out through the open doorway. In the center of the room floats a spherical monster with a large eye in front and many glowing stalk-born eyes on top. It begins to move toward you….

The thing in the center of the room is a gas spore; the growths on its top have been enchanted small continual light spells. It will move forward to attack (by inplanting a potential host with rhizome growths), and if it takes any damage it will have moved close enough to the door to affect anyone standing within or just beyond it with its explosion.

There are 4 ogre magi in this room in gaseous form. Once the gas spore is destroyed, two of them will assume solid form in the western or eastern corners of the room, attempting to gain surprise and attack with their darkness ability, following up with cone of cold. If seriously wounded, they will turn invisible and fly to the upper corners of the room, after which two other ogre magi will assume solid form and attack. If those two are seriously harmed, they will turn invisible and fly up to the ceiling, letting the characters leave the room (but following them secretly to attack again from surprise or aid other monsters in the dungeon).

One ogre mage has a potion of healing, a potion of water breathing, and a potion of diminution. The other carries a potion of longevity and burned-out wand of lightning. Between the two of them they have 520sp, 680gp, and 11pp.

Tricks/Traps: The eastern door is trapped with a poison needle (type D poison: 1-2 minute onset time, 30 points/save for 2d6 damage).


Area E9

Inhabitants: 3 black puddings

Contents: This room seems to be a series of semicircular sections placed almost end-to end. Unlike the stone of the other rooms, the walls and ceiling of this place are made of caked, black mud. The floor is soft mud, piled higher in some areas and having a dried, cracked skin in others, but mostly appearing wet and black.

Three black puddings are concealed under the mud of this room. As soon as anyone enters, they will swarm and attack, following characters out of the room if need be. Movement for characters in this room will be half normal because of the 2’ thick mud.

There is a scarab of death that has been dropped in the mud of the easternmost part of the room.

Tricks/Traps: If the mud is allowed to dry on a character’s boots or clothing, that character will suffer the effects of a slow spell when it dried (which takes 10 minutes). The effect will be negated if the mud is chipped away or scraped off.


Area E10

Inhabitants: 6 fire apes

Contents: This room is shaped like an eight-ponited star; this door opens into one of the points, and another door opens into one of the other points. The other six points are occupied by large red-furred apes with large metal weapons. They glare menacingly, but do not attack.

The apes are alive, and will attack if touched or threatened, or if anyone attempts to exit the room via the other door (they will bristle noticeably if any of these conditions are about to be met). They will allow people to exit safely if each person wishing to do so gives one of them a magic item (even something as minor as a scroll, potion, or magical arrow); they can detect magic at will and will recognize a fraud.

Tricks/Traps: xxxxxxx.


Area E11

Inhabitants: 1 behir (aquatic)

Contents: This room is 50’ on a side. The door on the western wall opens up at just above the level of water that covers the entire floor of this room to an unknown depth. Visible in the center of the pool is a whirlpool. There is another door on the north wall, similarly placed just above the water level.

The floor of this chamber is full of 5’ diameter holes; the water level is 5’ above that. The holes in the floor connect underneath, forming a submerged maze. Visibility through the water is poor enough that a character that doesn’t probe ahead or moves at a rate faster than a walk risks falling into one of the holes (make a Dex check every 10’ or fall in). Characters that fall into a hole can walk about in the maze or swim or crawl back up easily (the sides of the tunnels are rough and easily climbed even by non-rogues).

The whirlpool is directly over one of the floor-holes, and anyone that enters its square must make a Strength roll with a +4 penalty to avoid being sucked in. Characters that are pulled in will travel through a drain tunnel at 80 feet per round (taking d6 battering damage every round, plus having to worry about holding their breaths), finally exiting after 5 rounds into area E2, where they will be set upon by whatever monsters may still be living there.

The aquatic can swim at a rate of 9, hold its breath for up to an hour, and climb expertly throuh any of the tunnels with the help of its dozen legs. It avoids the whirlpool. When intruders enter the water, it will move to a tunnel near the lead character and activate its lightning breath weapon underwater, causing 24 points of damage to everything within a 10’ radius of its mouth (save vs. breath weapon at –4 for half damage). It will then bite and constrict a character on the next round, following up with claw attacks on its constricted victim. It is thin enough that it can wrap itself around a man-sized or smaller creature and still fit through the floor tunnels, and its will attempt to drag its prey away from the rest of the party in order to kill it at its leisure. Should it swallow its first victim whole, it will retreat to digest (it cannot fit through the tunnels with a constricted victim and a swallowed victim at the same time).

In the behir’s stomach (undigested) is a mummified hand clutching a black gem. The gem is worth 1000gp; feel free to let them think that it’s the Eye of Vecna. There are also 2 100gp gems (pearl and garnet) and 1 500gp gem (black pearl).

SATURDAY DOOR. The north door possesses a clock and a runestone keypad. The clock counts down, indicating that something special will happen at Saturday Noon (the runestone keypad unfreezes, allowing the codes gained in the first two special missions to be inputted). Nothing can open the door ahead of time or affect the clock or key pad in any way prior to the proper time.

Tricks/Traps: None.


Area E12

Inhabitants: 6 stone guardians

Contents: This room is triangular in shape and appears to have no other exits. Each wall has two 6’ humanlike statues standing with their backs to the wall. Each statue has a black gem mounted in the center of its forehead.

As soon as someone steps into the room, the six stone guardians animate and attack. They will only pursue people out of the room if they are attacked from outside of the room (such as with spells or ranged weapons).

Each stone guardian has had a magic mouth spell cast upon it, triggered by the guardian’s attack. Each mouth says the same thing: “Run! I don’t want to attack you but I have to! Run for your life!”

Tricks/Traps: If killed, the stone guardian will crumble to dust. Anyone that picks up or carries one of the gems will be surrounded by a (visible) black aura that gives +1 on all saving throws (this aura also gives the character the ability to automatically find either of the secret doors in this room). Picking up a second gem requires the character to make a save vs. Death Magic every round or crumble into dust (along with any gems carried).


Area E13

Inhabitants: 3 penguitrices (penguin-cokcatrices), 21 normal penguins, 3 ice trolls

Contents: This oddly-shaped room is covered in ice, with occasional small pools of ice-encrusted water. Two dozen large penguins mill about on this ice, and three angular humanoids seemingly made of ice are ambling in your direction.

The three ice trolls will attack immediately. The normal penguins will mill about and run off if threatened (they have 1hp each and no effective attacks).

The penguitrices (use the stats for cockatrice) are aggressive and will close for combat. Penguitrices look exactly like regular penguins except that their touch causes the victim to turn to normal ice instead of stone (save vs. petrification negates). This change can only be reversed by limited wish , wish, or similar magic (stone to flesh is ineffective).

The ice of this area keeps characters from moving at more than half their movement rate or risk falling to the ground for one round (Dex check to avoid). Great heat sources (such as a fireball) will melt away the ice in that area and reveal the normal stone underneath it.

Tricks/Traps: None.


Area E14

Inhabitants: 5 lava mephits

Contents: This room is blisteringly hot – the ground is actually bubbling magma! Fragile-looking bridges of cooled magma connect the exits. Two skeletal forms in armor partially block the bridge in the middle of the room.

There are five lava mephits relaxing in the magma pools. Once people start trying to cross the room, they will attack with their breath weapons (sticking their heads out of the lava long enough to fire, then sinking again) and then climb onto the stone bridges to block the exits. If wounded below half their hit points, they will dive back into the lava and wait until they have regenerated back to full health (popping up every three rounds to use their breath weapons again).

The stone bridges are able to support the characters (single file, as they are 5’ wide) without fear of breakage unless they are subject to extreme stress or abuse (destructive spells, chipping, or heavy characters deliberately jumping on weak points). If the bridges break, they collapse for a 5’ span.

Unprotected characters touching the magma take d4 damage. Immersion in the magma (it’s 4’ deep) causes 3d6 damage every round.

The skeletal forms are wearing normal chain mail; both have suffered damage from extreme heat. They have no treasure.

Tricks/Traps: Any valuables (except Dungeon keys) dropped here or left on the bodies of dead characters will be dragged into the magma by the mephits (and therefore destroyed).


Area E15: Arena Of Elemental Evil

Inhabitants: 1 salamander, 3 gray ooze, 1 invisible stalker, 1 umber hulk

Contents: This large room has several stone walkways that hang over a pit of unknown depth. The walkways lead to four different landings in the far corners of the room. Each landing has a door.

The floor of the pit is 60’ below (just beyond the range of a continual light spell). The ceiling above the walkway is 20’ high. The walkways are 2” thick and are magically held in place; unless subjected to extreme magic (such as an earthquake, disintegrate, or rock to mud spell), they will not break.

Each of the landings has an invisible monster (or monsters) on it. Clockwise from the upper left they are a salamander, 3 gray oozes, an invisible stalker, and an umber hulk. They will wait (invisibly) until a character crosses onto the last leg of the walkway that leads to their landing (marked as 4 X’s on the map), at which point all six monsters will approach and attack. Attacking renders the creatures visible (except for the invisible stalker, which is naturally invisible). The monsters will also attack if they are attacked (such as by perceptive characters or with area of effect spells).

The square just beyond the X that leads to the invisible stalker’s landing is an illusionary wall; anyone trying to walk on that square will fall.

The invisible stalker’s landing contains a key to the central Dungeon Delve (Sunday Room).

Concealed on the salamander’s landing are 3 5000gp gems (rubies). Concealed on the invisible stalker’s landing is a sheaf with 4 +5 arrows. The umber hulk’s landing has a –2 cursed longsword. Any of these items can be detected 50% of the time by a person searching the area.

Tricks/Traps: The floor of the pit is a teleporter; when something touches it (usually after falling from a walkway and taking 6d6 damage from falling) it is immediately teleported near the ceiling of this room in a random square (roll a d6 to determine the east-west and a d8 to determine the north-south coordinate, starting from the southwest square of this room). This will repeat indefinitely (until the teleport places the character above a walkway, at which point they’ll just fall 20’ to the walkway).


Area E16

Inhabitants: None.

Contents: This room is made of red marble. Floating in the air near the far side of the room are four large gems, each glowing with a red aura. One gem is a fiery red, the next a fiery orange, deep crimson, and clear read with a white star in the center.

The auras are magic and protect the gems from thieves (see below for the effects). The auras glow very brightly if anything is brought near the gems.

Tricks/Traps: The auras around the gems will be dispelled if a flask or waterskin full of liquid is poured on them (water, holy water, wine, beer, etc.), at which point the gem will fall to the ground (an 8 or more on a d20 means the gem doesn’t shatter from the fall); a successful dispel magic spell (against a 20th level caster) will also dispel the auras. Each gem is worth 1000gp. If someone grabs at a gem, the magical aura activates; the auras continue to protect the gems until neutralized. The effects of the auras are:

Fiery red (fire opal): Grabber’s hand turns to hot iron (save vs. spell reduces this to a –4 on Dexterity), rendering it immoble but allowing a punch attack for d4 impact + d4 heat.

Fiery orange (jacinth): Grabber’s hand is incinerated into ash (save vs. spell reduces this to 4d6 damage)

Deep crimson (ruby): Grabber’s hand rots and falls off (save vs. spells reduces this to a –2 on all saving throws).

Red with star (star sapphire): Grabber is affected by a feeblemind spell, even if not a spellcaster) (save vs. spells reduces this to always acting last in a combat round).


Area E17

Inhabitants: None.

Contents: The far end of this room has four doors, each marked with a rune indicating one of the four primal elements (air, earth, fire, water). Carved into the stone floor is a word in the common tongue.

The word carved in the floor is “balance.”

Each of the stone doors is heavy but well-balanced so that it swings open easily (but slowly).

Tricks/Traps: Each of the doors is trapped with a magical effect that goes off if the door is opened. HOWEVER, the effects from opposite elements cancel each other out, so if the Earth door and Air door are opened at the same time (a 3-2-1 count is sufficient for timing), the effects are negated. Non-opposite effects (such as Earth and Fire) do not cancel each other out (both effects go off). If opposite doors are opened and one is later shut, the balance is thrown off and the open door’s effect activates. The magic powers of the door are:

Air: The entire room is filled with death fog (as if cast by a 20th level spellcaster).

Earth: A blast of sand causes all people in the room turn to stone (save vs. petrification to only take 4d4 damage).

Fire: A 10d6 delayed blast fireball flies through the door and explodes in the room (save vs. spell for half).

Water: The moisture of all people in the room is sucked into the area behind the door, causing 6d6 damage and –4 to Constitutuon (with the appropriate loss of hit points from Con bonuses, if appropriate) (save for vs. spell for half).

Each little room has a (correctly labeled) magic item: Air = potion of speed; Earth = potion of invulnerability; Fire = potion of fire giant strength; Water = Keoghtom’s ointment(one jar)


Area E18

Inhabitants: 1 water weird.

Contents: This rectangular room is bare except for a single statue that appears to be made of water. The statue is of a roughly humanoid form, but smooth and without features.

Once a character steps into the room, the statue will change shape to appear like that character (but made out of semitransparent water). It will look curiously at the characters and extend one hand (as if expecting something to be handed to it). If water or a water-based liquid (or a container of same) is given to it (such as wine, holy water, or a potion), it will have a friendly reaction. Attacking it or giving it any other sort of “gift” causes it to attack.

If its reaction is friendly, it will refill the offered container (or offer a double-handful of its own substance for drinking). This reciprocated gift acts as a potion of extra-healing (note that the statue is not made of this potion, it only can form a small amount at a time).

The statue is merely an unusually-shaped water weird; its attacks are made with a pseudopod-arm. If its target fails a save vs. paralyzation (as per its standard attack in the MONSTROUS MANUAL), the target is drawn into the body of the water weird (requiring saves every round to avoid drowning); the victim appears to be coated in a thick layer of water (the monster can only hold one victim at a time). If the water weird is attacked while it has absorbed a victim, the victim will take the same damage that the monster does. Killing the water weird frees the victim, as the statue collapses into a large puddle (it will reform in two rounds, just like a normal water weird).

Tricks/Traps: None.


Area E19

Inhabitants: 1 stone golem.

Contents: This square room is carved with scenes of dwarves working in mines and forges, unearthing and creating fantastic treasures. A large (7’) statue of a burly dwarf stands on a 1’ pedestal with its hands raised above its head in supplication. Its eyes are diamonds.

The statue is a stone golem. It will animate if touched, attacked, or spoken to. Instead of the golem’s normal punching attack, this golem simply tries to touch an opponent, which must make a save vs. polymorph or be permanently turned into a derro. Any character that assumes the mentality of a derro will run out of the chamber and make its way to area E3 (joining or re-establishing the derro population there). The golem will attack until destroyed.

Its diamond eyes are each worth 5000gp.

Tricks/Traps: None.


Area E20

Inhabitants: 1 storm giant.

Contents: This chamber is 15’ high. Squeezed into the room is a bored-looking storm giant. The walls, floor, and ceiling have many metal plates bolted to them. A barely-audible hum pervades the room.

If anyone opens the doors, the giant will look at them for a moment to decide if he thinks they are friendly or of good alignment. If so, he will warn them (in common) that the room is trapped with lightning and they shouldn’t enter. If not, he will remain silent, attacking only if provoked.

The storm giant was brought here after a reduce spell was cast upon him; he is now too big to get out through any of the tunnels. The magic of the dungeon has kept him alive all of these years without food, but he’d really look forward to some actual food, and any party that gives him some (he’ll eat the equivalent of one week’s rations) will be rewarded with a bracelet made of coral (worth 3000gp). The giant has no other valuable items or information about the dungeon or its creators.

Tricks/Traps: Anyone with large metal items (a metal shield, metal armor, or a metal weapon as large as a longsword) will activate this trap when they enter the room. The metal plates will charge with electricity, and arcs of lightning will strike every creature in the room for 6d6 damage (save vs. spell for half damage — characters with enough metal to activate the trap save at –4). Note that the storm giant is immune to this effect. The trap can activate once per round, up to ten times per day. Because the giant takes up most of the space in the center of the room, it will take two rounds for people to make their way through the room.


Area E21

Inhabitants: None.

Contents: A metal ladder attached to the wall leads down 20’ into a pool of water. A door in the wall is visible on the lower level.

The pool is 3’ deep. Beyond the eastern door is a small room filled to the same depth with water. The door on the far end of that is a SATURDAY Door, possessing a clock and a runestone keypad. The clock counts down, indicating that something special will happen at Saturday Noon (the runestone keypad unfreezes, allowing the codes gained in the first two special missions to be inputted). Nothing can open the door ahead of time or affect the clock or key pad in any way prior to the proper time.

Tricks/Traps: None.


Area E22

Inhabitants: None.

Contents: The corridor ends in a swirling wall of opaque smoke. Nothing of what lies beyond can be determined from this position.

This entire room is filled with smoke (see below for effects). Spells such as gust of wind will move the smoke in the appropriate direction, and a whirlwind (such as from a djinni or even a dust devil) will disperse a 10’x10’ section every round.

Tricks/Traps: The west and east 20’ sections are sleep smoke (as if from a brazier of sleep smoke), requiring any that enter it to make saves vs. spell or fall asleep for 5d20 rounds (nonmagical filters will not prevent this effect). The middle section of smoke is actually a highly agitated cloud of dust of sneezing and choking (characters within the cloud are disabled by the sneezing and choking for 5d4 rounds, and will die if a save vs. poison is falied).

Those that try to run through the area must make all three saves; success on all three means the area has been navigated. Characters that run at an angle (presuming that the exit on the opposite side of the room is not exactly opposite) will hit a wall and take 1d3 damage for every 3” of their normal movement rate.

Remaining in an area after the duration of the effect has ended means the character must make another save (i.e., they aren’t immune after being exposed once).


Area E23

Inhabitants: 1 8HD shambling mound.

Contents: This room is some sort of garden. Two large rocks, a section of bushes, and a small pond are surrounded by carefully-raked sand. Two mysterious lights bob and dance above the pond, which has a couple of brightly-colored fish in it.

The lights appear to be will-o-wisps, but are actually just dancing lights spells; they will move tward the characters and “attack” (roll dice, but announce a miss). The real threat are the bushes, which are actually a small shambling mound. While the adventurers are distracted by the “will-o-wisps,” it will attack.

The two coy fish in the pond radiate magic and are edible; if one is eaten it acts as a heal spell on the person that does so (splitting a fish up among several people means that the heal goes to a randomly-determined diner).

Tricks/Traps:


Area E24

Inhabitants: None.

Contents: There are small piles of gold coins scattered all over this room. Three doors lead out of it..

Every round that a person is in this room, an elemental effect (concussive burst of air, a jet of supercooled water, a bolt of flame, or a sharp stone) will strike a random character for 1d6 damage. There is no apparent source for these attacks; they seem to originate from the walls, floor, or ceiling equally.

Each pile of coins takes 1 round to scoop up, and contains 150gp. There are a total of 15 piles of gold.

The northeast door is a SUNDAY DOOR. It possesses a clock and a runestone keypad. The clock counts down, indicating that something special will happen on Sunday (the runestone keypad unfreezes, allowing the final code gained in the last special mission to be inputted). Nothing can open the door ahead of time or affect the clock or key pad in any way prior to the proper time.

No matter which door the characters entered this room from, the other normal door (south or west) is locked, and will require 5 rounds of normal lockpicking (or a spell or great strength to break it open) to open.

Tricks/Traps:

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